FFW Early Access - PATCH 0.1.1.3
Howdy y'all!You may be wondering why we have swapped from v6xx to v0.1.1.1We recently decided to change the version number to better reflect the... well, version of the game. Instead of having a single number that increased, we now break down the updated version into these categories;With the first 0. representing Early Access (Spoiler: will turn to 1 in 1.0 launch)And without further ado, onto the patch notes!FEATURESEnemiesMost feedback that we received regarding the higher difficulties were that is was too simple and not challenging enough, with some people managing to win games without picking up any joker during their mission. These changes aim to make the Nightmare difficulty more challenging, hence giving an incentive to complete side objectives and collect jokers throughout the game. This is obviously just a small portion of what we want to do to increase the challenge of higher difficulties!New Elite enemies! They are bigger, stronger, bolder!Elite ProwlersRun faster, spam attacks, lot of HP. Real stalkers.Elite Lichesspawn 3 shockwaves instead of 1 and summon semi-homing projectiles. Also lot of HP!Elite SlingersRapid fire, lot of HP and teleports when attacking.Elite BombersRapid fire, can create a barrage. Lot of HP!Elite enemies have 75% chance of spawning if you trigger a storm (not including boss storms)BATTLECRIES & GRUNTSBattlecries are tied to a hat that you can equip in the skin shop!Press B to throw your hat and YEEHAW!Added in-game grunts/gurgles/barks to characters for different actions and pings, based on your equipped hatBALANCEBalancing a weapon, joker, spell or whatever doesn’t mean we’ll never touch it again, don’t worry! It means that we’re trying to find a fix to make it better or more balanced with limited time. We know that sometimes, things need a rework and not simply a stat change, but a rework takes way more time than simply changing numbers around.WEAPONS???? Quad CylinderBuffed hipfire and ADS accuracy by 20%Inspect animation is shorter and no longer occupies the full screen???? BowBow gameplay relies on explosions that previously did not give any XP, making the bow confusing and tedious to level up. This change drastically improves the consistency of XP obtained, which means the XP multiplier being way higher for the bow than other weapons is no longer necessary.Explosions now give XP based on their damage and the number of enemies hit!Bow XP multiplier was lowered to match the multiplier of other secondary weaponsJOKERS???? Rush BlastThe first bullet in your magazine has 100% accuracy and shoots further away > The first 3 bullets in your magazine have 100% accuracy and shoot further awayThe shotgun now displays a dot crosshair when Rush Blast is active???? Eagle LeverConsecutive shots without missing grant +5% damage, stacking up to +50% > Consecutive shots without missing grant +10% damage, stacking up to +50%???? Aiming Burst While aiming, your shots have perfect accuracy > While aiming, your shots have perfect accuracy, and you are not slowed down???? Homing Burst Every 20 bullets fired, shoot 5 homing bullets at nearby enemies > The first and last shot of your magazine fires 5 homing bullets at nearby enemies (projectiles now prioritize multiple targets but can still focus on one)???? Machine Gun Now increases Bend Speed for the Bow (instead of Firerate that did nothing)SPELLS???? Elec Portal Every player now has it’s own set of 2 portals, meaning you can have up to 8 portals in a gameNew combos working with Voodoo!ENEMIESThese changes have the same purpose as the new elite ennemies, making the game more challenging in higher difficulties.???? Cryptic KamikazeNow instantly start attacking after finishing their spawn animation (used to be a 0.5 sec. delay)Now jump on the player in Nightmare???? Cryptic SlingerThe projectile no longer applies gravity on Very Hard+Projectiles are faster on Very Hard+???? Cryptic ProwlerNow invisible from Hard+ instead of Very Hard+Now teleport when hit in Very Hard+Now remain always invisible in Nightmare???? Cryptic LichNow shoot a wider and faster shockwaveNow shoot an homing projectile in NightmareOBJECTIVES???? Gas Bomb Items required for each stage have been reducedBUGFIXESVery minor bugfixes and tweaks are not listedFixed +50 bugs, including:Items held by players should now properly drop on the ground if they leave, are kicked/banned or use ALT+F4Cryptic Scanners (eyes in the sky) should now properly target players whether you’re the host or the clientLoot Coyotes should no longer get stuck in the environmentDead players should now properly be able to move again if the teammate that was resurrecting them gets pushed by a Cryptic BullDying while climbing a rope should now properly stop the climbing audio, and players should be able to still use the rope after respawningPlayers should no longer be able to duplicate and start multiple quests at the same time when there is a desync/lagsMounting a horse while holding the emote wheel
Howdy y'all!
You may be wondering why we have swapped from v6xx to v0.1.1.1
We recently decided to change the version number to better reflect the... well, version of the game. Instead of having a single number that increased, we now break down the updated version into these categories;

With the first 0. representing Early Access (Spoiler: will turn to 1 in 1.0 launch)
And without further ado, onto the patch notes!
Most feedback that we received regarding the higher difficulties were that is was too simple and not challenging enough, with some people managing to win games without picking up any joker during their mission. These changes aim to make the Nightmare difficulty more challenging, hence giving an incentive to complete side objectives and collect jokers throughout the game. This is obviously just a small portion of what we want to do to increase the challenge of higher difficulties!
They are bigger, stronger, bolder!
Run faster, spam attacks, lot of HP. Real stalkers.

spawn 3 shockwaves instead of 1 and summon semi-homing projectiles. Also lot of HP!

Rapid fire, lot of HP and teleports when attacking.

Rapid fire, can create a barrage. Lot of HP!

Elite enemies have 75% chance of spawning if you trigger a storm (not including boss storms)
Battlecries are tied to a hat that you can equip in the skin shop!
Press B to throw your hat and YEEHAW!
Added in-game grunts/gurgles/barks to characters for different actions and pings, based on your equipped hat
Balancing a weapon, joker, spell or whatever doesn’t mean we’ll never touch it again, don’t worry! It means that we’re trying to find a fix to make it better or more balanced with limited time. We know that sometimes, things need a rework and not simply a stat change, but a rework takes way more time than simply changing numbers around.
Buffed hipfire and ADS accuracy by 20%
Inspect animation is shorter and no longer occupies the full screen
Bow gameplay relies on explosions that previously did not give any XP, making the bow confusing and tedious to level up. This change drastically improves the consistency of XP obtained, which means the XP multiplier being way higher for the bow than other weapons is no longer necessary.
Explosions now give XP based on their damage and the number of enemies hit!
Bow XP multiplier was lowered to match the multiplier of other secondary weapons
The first bullet in your magazine has 100% accuracy and shoots further away > The first 3 bullets in your magazine have 100% accuracy and shoot further away
The shotgun now displays a dot crosshair when Rush Blast is active
Consecutive shots without missing grant +5% damage, stacking up to +50% > Consecutive shots without missing grant +10% damage, stacking up to +50%
While aiming, your shots have perfect accuracy > While aiming, your shots have perfect accuracy, and you are not slowed down
Every 20 bullets fired, shoot 5 homing bullets at nearby enemies > The first and last shot of your magazine fires 5 homing bullets at nearby enemies (projectiles now prioritize multiple targets but can still focus on one)
Now increases Bend Speed for the Bow (instead of Firerate that did nothing)
Every player now has it’s own set of 2 portals, meaning you can have up to 8 portals in a game


These changes have the same purpose as the new elite ennemies, making the game more challenging in higher difficulties.
Now instantly start attacking after finishing their spawn animation (used to be a 0.5 sec. delay)
Now jump on the player in Nightmare
The projectile no longer applies gravity on Very Hard+
Projectiles are faster on Very Hard+
Now invisible from Hard+ instead of Very Hard+
Now teleport when hit in Very Hard+
Now remain always invisible in Nightmare
Now shoot a wider and faster shockwave
Now shoot an homing projectile in Nightmare
Items required for each stage have been reduced
Very minor bugfixes and tweaks are not listed
Items held by players should now properly drop on the ground if they leave, are kicked/banned or use ALT+F4
Cryptic Scanners (eyes in the sky) should now properly target players whether you’re the host or the client
Loot Coyotes should no longer get stuck in the environment
Dead players should now properly be able to move again if the teammate that was resurrecting them gets pushed by a Cryptic Bull
Dying while climbing a rope should now properly stop the climbing audio, and players should be able to still use the rope after respawning
Players should no longer be able to duplicate and start multiple quests at the same time when there is a desync/lags
Mounting a horse while holding the emote wheel key should no longer lock the UI on the screen
Voodoo Candles should no longer appear on puddles that have already disappeared
Leveredge: ADS sensitivity is now the same as all other weapons
Animation meshes while emoting are now the correct size when Joker Giant or Joker Dwarf are active
???? Cactus Pistolero: should no longer target corrupted ennemies
⚡ Elec Portal: throwing a portal into another one should no longer make another portal disappear with no reason
???? Pyro Wisp: no longer targets corrupted enemies
???? Voodoo Doll: the speed bonus should now properly work
Joker Shine Bright: should now update instantly when you equip it, especially when playing with the Marauder or Blink skins
Joker Hoarder: jokers dropped from Hoarder should now properly appear in your inventory
Joker Lazy: should now correctly return ammo when using the Sheriff Stars, the Minigun and the Dual Revolvers
Joker Toolbox: should now correctly work with Care Package
Joker Speedster:
Should now take Joker Scavenger Star speed buff into account
Should now take Voodoo Doll speed buff into account
Joker Giant: you should no longer have a permanently reduced size after entering and exiting small areas
Joker Eagle Lever:
Shooting on bells from Joker Bell Shot should no longer reset the stacks
Switching weapons should no longer reset the stacks
Using Joker Ricochet should no longer reset the stacks
Joker Eagle Lever + Joker Camper: should no longer consume 2 reserve ammo when you have two Camper equipped
Reduced camera tilt when moving right/left
The Wandering Trader should no longer offer the same Joker at the same time when trading with her
Joker Rampage, Joker Soul Eater, Joker Hit Me now display their remaining duration
Spanish (Latin America) and Turkish are now available
Reverted Titles for “Reach Level 100 in X element” back to their previous name, added the ones from Update 1 as a separate reward obtainable by doing the “Reach Level 75 in X element” challenge
Simplified Difficulty descriptions on Mission selection
Rearranged Bestiary categories
Friendly fire is now limited to 25HP per hit max, to avoid your evil sniper friend to one shot you
This will also greatly reduce griefers who used to abuse friendly fire by joining sessions, one-shotting everyone, and leaving.
Thanks for readin'! let us know what you think of this patch, and we'll see y'all out WEST!!
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